Ok so, in my current project I've found myself developing more automated tools to help me to save time later. I'm not creating a procedural game, ie at runtime it's not generating randomized level layouts or whatever. But I've found benefit in creating procedural stuff on the development side. So for example I needed to place some objects in the scene, and quickly saw this was going to take a lot of time, so instead I wrote a basic tool that let me sort of 'draw' multiple objects at once and connect them together and stuff, saving me a ton of time. That then gave me insight into how the process was still quite laborious and how it would be useful to have some additional higher level automation, so I added that. Not getting to the point of procedurally generating the whole thing at development time, although that's not out of the question, but at least moving towards a significant amount of automation to help make development easier. It's nice to have the 'right tool for the job'. Question is, by doing this and creating automation tools, turning the development process into more of an automated/procedural generation of game data, does this maybe interfere with the design of the game? Is there a point where too much automation might lead to a badly designed game? As with creating procedural outputs at runtime, creating procedural outputs at development time has the same dangers of creating ugly results, boring results, impossible results etc. But I at least see that spending some time 'sharpening the axe' can have a big payoff in terms of having to cut down a lot of trees quickly.